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Article #290954

Re: A real thread about Terran.

#290954
From: Marshlion
Date: Sat, 03 Jun 2006 04:57
62 lines
5078 bytes
Isaac wrote:
> My friends and I are some  of the first players of Starcraft and we
> agree  that Terran got shorthanded. You could argue at "peak of
> power" all races are equal. In fact Zerg might have the upper hand
> since they have a new strong air and ground unit AND still use
> defilers. But at the start of a regular match (4workers 1bulding and
> 50min in the bank) you might say, in the time it takes to become
> dangerous, Terran is weak. 1 zergling can kill 2 marines and at the
> time it takes to make that first fighter, zerg already has 6.  Zealots
> are even worse! In the time it takes to produce eight (assuming you
> know where the enimey's camped) you can tear a few bunkers apart and
> then send a second wave to finish him/her off. Seige tanks are great
> but one lurker can cripple your worker line. Dark templar are crap if
> you have detectors but how hard is it to shoot down a science facility?
> 
If you take "peak of power" terran battle cruisers, Science vessels (for
EMP shockwave) and Lockdown, Protoss are dead withing a short space of
time (this is assuming an expert at micromanagement). The best zerg can
do is scourge them, not to mention the devourers and guardians are
expensive. Terran is all about micromanagement. Maybe you and your
friends you learn how to micromanage effectively (don't worry, I'm not
that great at it either).

I have played a player where I was zerg, and did exactly what you were
talking about to him (a terran player), and failed to finish him off. He
defended by taking his workers away from the minerals to stop me.
Normally I'd say that it is not a smart move, but it worked. I did my
best to keep him busy (initially trying to make sure that there was
always zerglings in his base), and moved up the tech tree as much as I
could. Unfortunately once he did finally get a bunker or 2 up (with the
aid of SCV repairers) I was having major trouble getting into his base.
He certainly earned my respect, and I think he may have won in the end
(he certainly made a game of it).
> 
> Ever play Warcraft3? A simple feature in that game could tip the
> balance. If you play against a computer who's terran and you're
> terran or protoss you might hate how fast a ghost can lock down your
> stuff. Warcraft 3 has an "auto cast" feature. Just right click on a
> "spell icon" and the unit will cast the spell automatically.
> Imagine 20 ghosts against... well... anything but infantry or zerg.
> 
That would put terrran from expert mode, to easy mode, causing it to
have a major nerf.

> But what's the strongest most versatile attack you should start with?
> Infantry w/ firebats and medics? That's worked for me better than
> I'd thought. Tank, valkyrie, science facility combo?
> 
By far is Marines and medics, afterall, a marine and a medic can take
out a zerg sunken colony (assuming a medic has the appropriate energy
reserves). Also, the first 2 buildings a terran should build (other than
a CC & supply depots), are a barracks and academy (exactly what you need
for marines and medics). As mentioned though, it's a starting mechanism.
Protoss reavers or devourers (backed up by almost any other zerg unit)
will rip through them in no time.

As for the rest of the game, it really depends on what your opponent is
doing. For protoss, the obvious choice is Science vessels for EMP and
ghosts for lockdown. For Zerg, it's making sure that your ground
defenses (and this is another of the terrans strength) hold, as well
managed wraiths can make short work of the zergs best air units (as can
protoss scouts).
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Subject: Re: A real thread about Terran.
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